Combat
COMBAT ESTIMATION AND TUNING
This guide helps players estimate which combat stats make the biggest real impact in play, and gives direct stat priorities by role.
------------------------------------------------------------------------------- FIELD TESTING YOUR STATS
Use these commands:
score
effects
use
look <enemy>
consider <enemy>
What to watch:
1) Time-to-kill (offense)
If fights end faster with the same target type, your offensive setup improved.
2) Damage taken per fight (defense)
If you finish with more HP against the same target type, your defensive setup improved.
3) Hit consistency
Fewer misses and smoother damage usually means better accuracy/offense setup.
Simple field method:
1. Pick one enemy type in one zone.
2. Fight 10 of them with setup A.
3. Change one thing only (item/buff/stat focus).
4. Fight 10 again with setup B.
5. Compare:
- Average fight time
- HP left after each fight
- Number of dangerous spikes
Rule of thumb:
Change one variable at a time. Multi-change testing hides the true cause.
WHAT STATS TO FOCUS ON (PLAYER PRIORITY GUIDE)
If you want a simple priority list, use this.
Melee DPS (Monk, Rogue, Berserker, melee hybrids):
1. Damage bonus stats (heroic STR / melee damage scaling)
2. Attack
3. Heroic DEX
4. Accuracy
5. Haste (until comfortable / capped by your setup)
Weapon users (non-caster melee with weapons):
1. Damage bonus stats
2. Attack
3. Weapon quality (base damage/delay matters a lot)
4. Heroic DEX
5. Accuracy
Tanks / frontliners (Warrior, Paladin, Shadowknight):
1. AC (major first gains)
2. Shielding / mitigation
3. Mixed tank setup (AC + mitigation + some avoidance)
4. Avoidance (useful, but often weaker than AC+mitigation alone)
Casters and priests:
1. Survival baseline first (enough HP/AC to live)
2. Spell Damage (damage casters) or Heal Amount (healers)
3. Mana sustain / regen
4. Defensive layers (spell shield, AC, positioning)
General notes:
- Going from low -> medium stat values is usually stronger than medium -> extreme.
- Extreme stacking often has diminishing returns.
- If your hit rate is already near 100%, accuracy gives less visible value.
------------------------------------------------------------------------------- INTERPRETING RESULTS SAFELY
1) Diminishing returns are normal.
A stat can be very strong at low values and weak at extreme values.
2) Hit-capped tests can hide accuracy value.
If hit% is already near 100, accuracy may appear weak even if it helps in normal play.
3) Sample size matters.
Use at least 100 swings for defensive tests and 50+ for outgoing comparisons.
4) Weapon and fist paths can differ.
Test both if your class uses both.
RELATED HELP
help stats
help heroicstats
help skills
help use
help effects